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The art of game design: a book of lenses

Publisher: Boca RatonCRC Press2015Edition: 2nd ed.Description: xliv, 555 p.ISBN: 9781466598645.Subject(s): Computer games - Design | Internet gamesDDC classification: 794.81536 Summary: Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner:
• Describes the deepest and most fundamental principles of game design
• Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games
• Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games
(https://www.crcpress.com/The-Art-of-Game-Design-A-Book-of-Lenses-Second-Edition/Schell/9781466598645)

•Einstein’s Violin
• Project Yourself
• Demographics
• The Medium Is the Misogynist?
• Five Things Males Like to See in Games
• Five Things Females Like to See in Games
• Psychographics
• LeBlanc’s Taxonomy of Game Pleasures
• Bartle’s Taxonomy of Player Types
• More Pleasure: MORE!
• Other Reading to Consider

•Transmedia Worlds
• The Power of Pokemon
• Properties of Transmedia Worlds
• Transmedia Worlds Are Powerful
• Transmedia Worlds Are Long Lived
• Transmedia Worlds Evolve over Time
• What Successful Transmedia Worlds Have in Common

20. Worlds Contain Characters

•The Nature of Game Characters
• Novel Characters
• Movie Characters
• Game Characters
• Avatars
• The Ideal Form
• The Blank Slate
• Creating Compelling Game Characters
• Character Tip #1: List Character Functions
• Character Tip #2: Define and Use Character Traits
• Character Tip #3: Use the Interpersonal Circumplex
• Character Tip #4: Make a Character Web
• Archie
• Veronica
• Betty
• Reggie
• Jughead
• Character Tip #5: Use Status
• Character Tip #6: Use the Power of the Voice
• Character Tip #7: Use the Power of the Face
• Character Tip #8: Powerful Stories Transform Characters
• Character Tip #9: Let Your Characters Surprise Us
• Character Tip #10: Avoid the Uncanny Valley
• Other Reading to Consider

•Monet Refuses the Operation
• The Value of Aesthetics
• Learning to See
• How to Let Aesthetics Guide Your Design
• How Much Is Enough?
• Use Audio
• Balancing Art and Technology
• Other Reading to Consider

23. Some Games Are Played with Other Players

•We Are Not Alone
• Why We Play with Others
• Other Reading to Consider

24. Other Players Sometimes Form Communities

•More than Just Other Players
• Ten Tips for Strong Communities
• Community Tip #1: Foster Friendships
• Community Tip #2: Put Conflict at the Heart
• Community Tip #3: Use Architecture to Shape your Community
• Community Tip #4: Create Community Property
• Community Tip #5: Let Players Express Themselves
• Community Tip #6: Support Three Levels
• Community Tip #7: Force Players to Depend on Each Other
• Community Tip #8: Manage Your Community
• Community Tip #9: Obligation to Others Is Powerful
• Community Tip #10: Create Community Events
• The Challenge of Griefing
• The Future of Game Communities
• Other Reading to Consider

25. The Designer Usually Works with a Team

•The Secret of Successful Teamwork
• If You Can’t Love the Game, Love the Audience
• Designing Together
• Team Communication
• Other Reading to Consider

•Playtesting
•My Terrible Secret
•Playtest Question the First: Why?
•Playtest Question the Second: Who?
•Playtest Question the Third: Where?
•Playtest Question the Fourth: What?
•The First What: Things You Know You Are Looking For
•The Second What: Things You Don’t Know You Are Looking For
•Playtest Question the Fifth: How?
• Should You Even Be There?
• What Do You Tell Them Up Front?
• Where Do You Look?
• What Other Data Should You Collect During Play?
• Will I Disturb the Players Midgame?
• What Data Will I Collect after the Play Session?
• Surveys
• Interviews
• Other Reading to Consider

Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner:

• Describes the deepest and most fundamental principles of game design

• Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games

• Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games